Separation Anxiety - if an add is taken too far away from Garr, they receive this buff and enrages the add until brought closer again.

Remove buff - Randomly takes a buff from you - if gar is up long enough all buffs are gone with the exception of elixirs and consumables of that nature as only the magic buffs can be removed.

Garr gets stronger and does more damage with each add that dies.

Kill Command - When Garr is sub 50% HP he can order a "Kill Command" to any or all his adds (even if they are banished). The add will blow up regardless of their HP.

Garr adds - They will blow up for up to 5k damage when they die. Kill far away from the raid one at a time, as you want the other adds to be near Garr until it's time to kill that add to prevent all adds from having Separation Anxiety.

If you opt to kill Garr first, a very well geared tank can tank all adds with BIG BIG BIG heals on him. MT tanking Garr will not get hit hard due to adds being alive. Zerg Garr down, at 50% he could order adds to start blowing up for big damage, so right before 50% the tank on the adds pop shield wall / last stand / life giving gem to survive the explosions with their back to the wall. Very dangerous strat but is key for a good time on speed runs.

I personally don't want to spend two hours doing something I can do in 50 min. I don't go for top comp speed runs, but I expect a healthy pace in MC/BWL as it sets the tone for what we as a guild expect. Also with the release of AQ, and being a 2 night a week guild, I might opt to doing MC/BWL/Onxyia in one night, so to keep it all sub 3 hours things like this help.

Wanna afk every pull go join a pug.

But rather than be helpful to the OP, continue to troll. It's a better look for you.... just another shit poster.

Like most fights that involve adds, the fight gets progressively easier as you go.

So pop cooldowns at the start and big heals.

Make sure the tanks do not have their add too far from Garr, the person tanking the kill target will need to be topped off and a PW: Shield right before the mob dies. Tank should position themselves so the knockback effect from the blast knocks them towards the healers which the tank can start watching banishes.

Its a slow and steady pace, warlocks focus banish > damage. Have your weakest tanks tank targets that will die first. Assign 2 heals to each add tank, and rest of the healers on main tank.